raze/source/common/rendering/vulkan/textures/vk_texture.h

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#pragma once
#include "vulkan/system/vk_objects.h"
#include "vulkan/textures/vk_imagetransition.h"
#include <list>
class VulkanFrameBuffer;
class VkHardwareTexture;
class VkMaterial;
class VkPPTexture;
class VkTextureImage;
enum class PPTextureType;
class PPTexture;
class VkTextureManager
{
public:
VkTextureManager(VulkanFrameBuffer* fb);
~VkTextureManager();
void Deinit();
void BeginFrame();
void SetLightmap(int LMTextureSize, int LMTextureCount, const TArray<uint16_t>& LMTextureData);
VkTextureImage* GetTexture(const PPTextureType& type, PPTexture* tex);
VkFormat GetTextureFormat(PPTexture* texture);
void AddTexture(VkHardwareTexture* texture);
void RemoveTexture(VkHardwareTexture* texture);
void AddPPTexture(VkPPTexture* texture);
void RemovePPTexture(VkPPTexture* texture);
VulkanImage* GetNullTexture() { return NullTexture.get(); }
VulkanImageView* GetNullTextureView() { return NullTextureView.get(); }
VkTextureImage Shadowmap;
VkTextureImage Lightmap;
private:
void CreateNullTexture();
void CreateShadowmap();
void CreateLightmap();
VkPPTexture* GetVkTexture(PPTexture* texture);
VulkanFrameBuffer* fb = nullptr;
std::list<VkHardwareTexture*> Textures;
std::list<VkPPTexture*> PPTextures;
std::unique_ptr<VulkanImage> NullTexture;
std::unique_ptr<VulkanImageView> NullTextureView;
};